The flow, before the screens

UX flow map · defined before a single wireframe

Three lanes — one-time onboarding, the repeating match cycle, and anytime settings. The wireframes in the next section are answers to questions this flow asked first.

Lane 01

Onboarding

One-time setup, ~90 seconds

01 · startWelcomecold start
02Pair sensorBLE handshake
decisionPaired?
03Calibrate baseline60s resting HRV
04Set preferencesnotifs · defaults
05 · landsHome dashboard
Lane 02

Match cycle

Repeats per game session

from homePick gamecard grid
06Start matcharms adaptive layer
07 · silentIn-game adaptno UI, just signals
08Session reportpost-match transparency
loopBack to home
Lane 03

Settings

Anytime, branches from home

from homeSettingsside route
S1Profileidentity
S2Game selectionper-title adaptive
S3Notifications4 toggle types
S4Session historydownloadable
loopBack to home
Why this came before the screens. The flow forced two structural calls early: calibration belongs in onboarding (not buried in settings), and the session report is the only place adaptation gets explained (in-game stays silent). Both calls survived to the shipped product. The wireframes in the next section are how those flow nodes became layouts.
entry state
decision point
destination
loop / return
Dhruv Deva